<tomeu>
I don't think we are that far from getting the cube rendered, but there's a *lot* of hacks that will need quite some time to figure out properly
<narmstrong>
sure, sorry for the false hope.... it was the wrong mesa branch
<tomeu>
narmstrong: the tomeu/bifrost branch should give you a polygon rendered, but only after hacking up the shaders like this: https://paste.debian.net/1139474/
<HdkR>
dang
<narmstrong>
ok now I have a greay screen with no panfrost kernel errors
<tomeu>
ok, now if you have kmscube, you should get some colors on the vim3l
<narmstrong>
no colors, only fullscreen grey
<tomeu>
I also got something rendered on the odroid-n2, but may have needed some manual tweaking of some constants in the cmdstream
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<alyssa>
found the issue
<alyssa>
rgb32f attribute_0
<alyssa>
reads back with w=0
<alyssa>
when it should be w=1
<alyssa>
midgard ahs swizzles, later bifrost dropped them for these records... let's find out how to get them back..
<alyssa>
er, looks like driverside fixup?
<alyssa>
Oh, or not
<alyssa>
no, we still have it it's just
<alyssa>
swizzle is totally wild
<alyssa>
okay
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<alyssa>
Okay, there we go
<alyssa>
tomeu: more code to cleanup, sorry-not-sorry ;P
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<alyssa>
next bug is why only one draw is going through..
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<alyssa>
best friends until the end of tiiime
<alyssa>
fixed a dependency issue but still only one draw..
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<alyssa>
Looks like vertex shaders aren't running..
<alyssa>
hrm
<alyssa>
Hmm
<alyssa>
Okay, it's definitely executing *something* in the vs
<alyssa>
since I can trigger a fault
<alyssa>
Random magic bit. Okay, fine.
<alyssa>
tomeu: daniels: kmscube (unmodified) works now :-)
<alyssa>
(with extremely hacky panfrost)
<alyssa>
next up, glmark
<alyssa>
(no textures yet, though)
<alyssa>
which makes it strictly toy, but you know :-)
<HdkR>
textures are overrated anyway
<HdkR>
Just use single pixel polygons :P
<urjaman>
... unrelated but iirc (i watched an yt video) that's what pretty much what PS1 crash bandicoot did for crash (the character...)
<urjaman>
i fail words
<alyssa>
lol
<alyssa>
Okay, glmark built
<alyssa>
-bbuild works
<alyssa>
-bshading (Gouraud shading - default) works since it's just -bbuild
<alyssa>
Phong and cel shading requires new ALU ops to be implemented
<daniels>
!!
<alyssa>
-bpulsar works but that's not doing anything interesting
<alyssa>
-bbuffer missing opcode (exponentionals)
<alyssa>
daniels: oh hi :p
<alyssa>
-bbump same
<alyssa>
-bfunction is faulting
<alyssa>
Alright.
<alyssa>
(the rest obviously doesn't work because of no texture support yet.)
<alyssa>
So looks like next up will be implementing exponentials and logarithms in the compiler (which is... tricky)
<alyssa>
tomeu: ^ next for me, I mean compiler side. I'd appreciate if you could continue upstreaming work, and then implementing cmdstream side of textures/samplers (when you move on to the latter, I can add support for tex in the compiler)
<alyssa>
Also, performance is alarmingly bad. Not that I was expecting G31 with all scheduling disabled to be a speed demon, but..
<alyssa>
wonder if the tiler is screwed up
<alyssa>
If I skip tiling + fragment and just do vertex jobs, it's hitting 60fps vsync. So it's not the shaders.
<alyssa>
but it's very much proportional to geometry complexity. so this is what we saw with the hierarchy masks on midg
<alyssa>
unfortunately, g31 and g52 tilers differ, and I don't have traces of g31
<daniels>
alyssa: that's super fun!
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<alyssa>
\o/
<alyssa>
Time to look into exponentials then.
<alyssa>
midgard made this easy
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<alyssa>
Actually, G52 exp(..) looks okay, let's start here